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This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.
This comprehensive bibliography covers writings about vampires and related creatures from the 19th century to the present. More than 6,000 entries document the vampire's penetration of Western culture, from scholarly discourse, to popular culture, politics and cook books. Sections by topic list works covering various aspects, including general sources, folklore and history, vampires in literature, music and art, metaphorical vampires and the contemporary vampire community. Vampires from film and television--from Bela Lugosi's Dracula to Buffy the Vampire Slayer, True Blood and the Twilight Saga--are well represented.
Popular culture permeates every aspect of our lives: from the music we listen to, the films and television shows we watch and the books we read. But who decides what counts as popular culture? Why is it so important? And how do we go about studying it? This book provides a comprehensive introduction to popular culture and examines the problems and possibilities of studying this fast changing field. Employing a unique approach, Bowman uses techniques of deconstruction to unpick, analyse and deconstruct contemporary examples of popular culture. The book looks at music, Hollywood film and the self-help movement to question claims behind the importance of popular culture and encourage readers to...
Shines new theoretical light on Japanese television in global perspective
The ancient Chinese fantasy anime epic continues as Miaka and her Suzaku Seven race to find the magical Shinzaho before Yui and her Seriyu Seven. The first to claim the talisman will have their wishes granted by the gods! The third of four in a series, this authorized Ultimate Fan Guide features detailed episode summaries, character profiles, setting exploration and theme analysis. Includes comprehensive character sheets for the popular Big Eyes, Small Mouth anime RPG as well. Covers episodes 27-39.
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A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Prefixed to the first vol. is "An act for the union of Canada, Nova Scotia, and New Brunswick ... 29th March, 1867" with special t.p.: Anno regni Victoriæ, Britanniarum reginæ, tricesimo et tricesimo-primo. At a Parliament begun and holden at Westminster ... Toronto, 1868. 45 p.
Prefixed to the first vol. is "An act for the union of Canada, Nova Scotia, and New Brunswick ... 29th March, 1867" with special t.p.: Anno regni Victoriæ, Britanniarum reginæ, tricesimo et tricesimo-primo. At a Parliament begun and holden at Westminster ... Toronto, 1868. 45 p.